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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Audio: ifdef more things that aren't on ps2
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@ -1997,23 +1997,22 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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float relativeVelocityChange;
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float time;
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bool8 channelUsed;
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bool8 lostTraction;
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bool8 slowingDown;
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bool8 noGearBox;
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bool8 stuckInSand;
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bool8 processedAccelSampleStopped;
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bool8 isMoped;
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static uint32 gearSoundStartTime = CTimer::GetTimeInMilliseconds();
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static int32 nCruising = 0;
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static int16 LastAccel = 0;
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static uint8 CurrentPretendGear = 1;
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static bool8 bLostTractionLastFrame = FALSE;
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static bool8 bHandbrakeOnLastFrame = FALSE;
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static int32 nCruising = 0;
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static bool8 bAccelSampleStopped = TRUE;
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lostTraction = FALSE;
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isMoped = FALSE;
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processedAccelSampleStopped = FALSE;
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bool8 lostTraction = FALSE;
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bool8 isMoped = FALSE;
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bool8 processedAccelSampleStopped = FALSE;
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static uint32 gearSoundStartTime = CTimer::GetTimeInMilliseconds();
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uint8 nChannel = CHANNEL_PLAYER_VEHICLE_ENGINE; // TODO: PS2 channels
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if (bPlayerJustEnteredCar) {
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bAccelSampleStopped = TRUE;
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bPlayerJustEnteredCar = FALSE;
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@ -2030,7 +2029,8 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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accelerateState = Pads[0].GetAccelerate();
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brakeState = Pads[0].GetBrake();
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}
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channelUsed = SampleManager.GetChannelUsedFlag(CHANNEL_PLAYER_VEHICLE_ENGINE);
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slowingDown = params.m_fVelocityChange < -0.001f;
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channelUsed = SampleManager.GetChannelUsedFlag(nChannel);
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if (params.m_pVehicle->m_modelIndex == MI_PIZZABOY || params.m_pVehicle->m_modelIndex == MI_FAGGIO) {
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CurrentPretendGear = params.m_pTransmission->nNumberOfGears;
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currentGear = CurrentPretendGear;
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@ -2110,7 +2110,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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freqModifier = -(Min(0.2f, time) * 3000.0f * 5.0f);
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else
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freqModifier = -(Max(-0.2f, time) * 3000.0f * 5.0f);
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if (params.m_fVelocityChange < -0.001f)
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if (slowingDown)
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freqModifier = -freqModifier;
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} else
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freqModifier = 0;
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@ -2193,9 +2193,9 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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break;
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}
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if (accelerateState <= 0) {
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if (params.m_fVelocityChange < -0.001f) {
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if (slowingDown) {
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if (channelUsed) {
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SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
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SampleManager.StopChannel(nChannel);
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bAccelSampleStopped = TRUE;
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}
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if (wheelsOnGround == 0 || params.m_pVehicle->bIsHandbrakeOn || lostTraction)
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@ -2207,7 +2207,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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*gasPedalAudioPtr = Max(0.0f, gasPedalAudio);
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} else if (LastAccel > 0) {
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if (channelUsed) {
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SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
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SampleManager.StopChannel(nChannel);
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bAccelSampleStopped = TRUE;
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}
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nCruising = 0;
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@ -2268,7 +2268,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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if (engineSoundType == SFX_BANK_TRUCK)
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freq /= 2;
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if (channelUsed) {
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SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
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SampleManager.StopChannel(nChannel);
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bAccelSampleStopped = TRUE;
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}
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if (params.m_pVehicle->bIsDrowning)
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@ -2292,16 +2292,19 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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else {
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nCruising = 1;
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params.m_pVehicle->bAudioChangingGear = TRUE;
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//break; // while was used just for this fucking place
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goto PlayCruising;
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}
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}
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gearSoundStartTime = CTimer::GetTimeInMilliseconds();
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params.m_pVehicle->bAudioChangingGear = TRUE;
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#ifdef GTA_PS2
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SampleManager.InitialiseChannel(nChannel, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0);
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#else
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if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0))
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return;
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SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1);
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SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1);
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#endif
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}
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#ifdef EXTERNAL_3D_SOUND
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@ -2309,22 +2312,22 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
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SampleManager.SetChannel3DPosition(CHANNEL_PLAYER_VEHICLE_ENGINE, pos.x, pos.y, pos.z);
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SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, 50.0f, 50.0f * 0.25f);
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#else
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SampleManager.SetChannelVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, ComputeVolume(120, 50.0f, m_sQueueSample.m_fDistance));
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SampleManager.SetChannelPan(CHANNEL_PLAYER_VEHICLE_ENGINE, m_sQueueSample.m_nOffset);
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SampleManager.SetChannelVolume(nChannel, ComputeVolume(120, 50.0f, m_sQueueSample.m_fDistance));
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SampleManager.SetChannelPan(nChannel, m_sQueueSample.m_nOffset);
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#endif
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freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
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if (engineSoundType == SFX_BANK_TRUCK)
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freq /= 2;
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SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq);
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SampleManager.SetChannelFrequency(nChannel, freq);
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if (!channelUsed) {
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SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, m_bDynamicAcousticModelingStatus != FALSE);
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SampleManager.StartChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
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SampleManager.SetChannelReverbFlag(nChannel, m_bDynamicAcousticModelingStatus != FALSE);
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SampleManager.StartChannel(nChannel);
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}
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}
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} else {
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PlayCruising:
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bAccelSampleStopped = TRUE;
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SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
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SampleManager.StopChannel(nChannel);
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if (!isMoped && (accelerateState < 150 || wheelsOnGround == 0 || brakeState > 0 || params.m_pVehicle->bIsHandbrakeOn
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|| lostTraction || currentGear < params.m_pTransmission->nNumberOfGears - 1)) {
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nCruising = 0;
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@ -1110,7 +1110,12 @@ cAudioManager::ProcessActiveQueues()
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#else
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emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nVolume) : m_asActiveSamples[j].m_nVolume;
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#endif
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#ifdef GTA_PS2
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{
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SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex);
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#else
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if (SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex)) {
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#endif
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SampleManager.SetChannelFrequency(k, m_asActiveSamples[k].m_nFrequency);
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bool8 isMobile = FALSE;
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for (int32 l = 0; l < MISSION_AUDIO_SLOTS; l++) {
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@ -1132,8 +1137,10 @@ cAudioManager::ProcessActiveQueues()
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SampleManager.SetChannelVolume(j, emittingVol);
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SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset);
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#endif
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopPoints(k, m_asActiveSamples[k].m_nLoopStart, m_asActiveSamples[k].m_nLoopEnd);
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SampleManager.SetChannelLoopCount(k, m_asActiveSamples[k].m_nLoopCount);
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#endif
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SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverbFlag);
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#ifdef EXTERNAL_3D_SOUND
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if (m_asActiveSamples[k].m_bIs2D) {
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@ -246,8 +246,10 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
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SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq);
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SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
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SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1);
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SampleManager.SetChannelLoopPoints(CHANNEL_POLICE_RADIO, 0, -1);
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#endif
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SampleManager.StartChannel(CHANNEL_POLICE_RADIO);
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}
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if (processed) ResetPoliceRadio();
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